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Peksern last won the day on November 25
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Another question: Is it supposed to be that a high caliber battleship is able to completely destroy another battleship by two or maximum three good salvos of HE shells? With capped ballistics HE shells are still making so terribly much damage just by hitting the superstructures. (armor about 3 centimeters). Or is it actually considered to increase the superstructure to 10+ centimeters in later game?
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>>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.4 Optx9)
Peksern replied to Nick Thomadis's topic in General Discussions
I lost overview of the last update. Is there any way to directly influence the army forces in a country? For example, when I want one province to attack its neigbor, but there are only a few thousand troops. Is there any way to "motivate" them or push the troops in this province, perhaps by fleet presence? -
@brothermunroDid you already fix the engine weight issues for early destroyers? I tried to understand engine weight stuff today... but I met some problems, which I don't know are a bug or my misunderstanding of the calculation. US destroyer I in 1900: With 26 kts, it requires 7925 hp. Multiple expansion gives 27 hp per engine ton. I assumed, the engine would weight 7925/27 = 293 tons. But ingame it's only 162t for engine/boilers. Why is that? Have induced boiler. With 27 kts however, the same hull requires 8653 hp. (Induced boiler and multiple expansion again). Now instantly the engine/boiler weight goes up to 480 tons. So it almost triples. Why? In my calculation with 27 hp per engine ton, shouldn't it be 8653/27 = 320 tons? So only a bit more than with 26 kts? I actually assume that there is a major error in my calculation. In this case, could you explain how exactly this stuff work and what I do not see? I give you a screenshot of the expansions. Guess it makes it easier to explain.
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Question is probably self explaining. I'm simply curious, what these hulls mean. Are they made by some ships that were never completed in history? Historical studies, that were never built? Or what is the difference and sense of the experimental battleships/dreadnoughts (or cruisers, if there are any ingame?)
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NAR status: "closed for the moment due to campaign crashes"
Peksern replied to o Barão's topic in Unofficial Mods
Sounds great. ❤️ I fear all of us need your help. Keeps freezing no matter the mod. And that is saaaad. -
>>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.4 Optx9)
Peksern replied to Nick Thomadis's topic in General Discussions
That's literally no damage. Scratches on the armor. Don't see the problem there. 😅 -
NAR status: "closed for the moment due to campaign crashes"
Peksern replied to o Barão's topic in Unofficial Mods
Hi nathan! Had the "moving vessels" freeze again today. This time with DIP (UAD 1.6.1.4) and melonloader said something about romania. -
Absolute minimum, I only used induced boilers and exp steam engine II. No torpedo protection, single bottom etc. Armor on minimum. And as you can see: Not even towers or guns installed. Pure hull with engines. Have a look at the speed: 26 kts is the hard minimum for this hull. With 26 kts it is working, but this point of critical exponential weight increase lies somewhere between 26 and 27 kts. At a hull, that is supposed to have about 33kts. So that's perhaps a bit too extreme balanced? 27 kts increases the engine weight about 300 tons compared to 26 kts. Edit: Yes, I tried to max out bulkheads, but even minimal bulkheads and low range results still in 109% weight
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@brothermunro When starting a USA campaign in 1900, there is no way to design a destroyer or TB... they all are far over their max weight just through standard engines and hull weight right from the start. Tried for Destroyer I as well as for Torpedo Boat and Torpedo Boat Destroyer Hulls. With absolute minimum speed and armor, it might be possible to do something... but that seems to be behind what should be possible at this time.